2019-05-29 04:43:30 +00:00
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package uix
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import (
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2019-07-05 22:02:22 +00:00
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"errors"
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2019-05-29 04:43:30 +00:00
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"sync"
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/collision"
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2019-06-25 21:57:11 +00:00
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"git.kirsle.net/apps/doodle/pkg/log"
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2020-04-05 04:00:32 +00:00
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"git.kirsle.net/apps/doodle/pkg/physics"
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2019-05-29 04:43:30 +00:00
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"git.kirsle.net/apps/doodle/pkg/scripting"
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2019-12-28 03:16:34 +00:00
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"git.kirsle.net/go/render"
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2019-05-29 04:43:30 +00:00
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"github.com/robertkrimen/otto"
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)
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// loopActorCollision is the Loop function that checks if pairs of
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// actors are colliding with each other, and handles their scripting
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// responses to such collisions.
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func (w *Canvas) loopActorCollision() error {
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2019-07-05 22:02:22 +00:00
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if w.scripting == nil {
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return errors.New("Canvas.loopActorCollision: scripting engine not attached to Canvas")
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}
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2019-05-29 04:43:30 +00:00
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var (
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// Current time of this tick so we can advance animations.
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now = time.Now()
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// As we iterate over all actors below to process their movement, track
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// their bounding rectangles so we can later see if any pair of actors
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// intersect each other. Also, in case of actor scripts protesting a
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// collision later, store each actor's original position before the move.
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boxes = make([]render.Rect, len(w.actors))
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originalPositions = map[string]render.Point{}
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)
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// Loop over all the actors in parallel, processing their movement and
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// checking collision data against the level geometry.
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var wg sync.WaitGroup
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for i, a := range w.actors {
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wg.Add(1)
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go func(i int, a *Actor) {
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defer wg.Done()
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originalPositions[a.ID()] = a.Position()
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// Advance any animations for this actor.
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if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) {
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if done := a.TickAnimation(a.activeAnimation); done {
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2019-12-31 02:13:28 +00:00
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// Animation has finished, get the callback function.
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callback := a.animationCallback
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2019-05-29 04:43:30 +00:00
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2019-12-31 02:13:28 +00:00
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// Clean up the animation state, in case the callback wants
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// to immediately play another animation.
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2019-05-29 04:43:30 +00:00
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a.StopAnimation()
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2019-12-31 02:13:28 +00:00
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// Call the callback function.
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if callback.IsFunction() {
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callback.Call(otto.NullValue())
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}
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2019-05-29 04:43:30 +00:00
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}
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}
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// Get the actor's velocity to see if it's moving this tick.
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v := a.Velocity()
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2020-04-05 04:00:32 +00:00
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// Apply gravity to the actor's velocity.
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if a.hasGravity && !a.Grounded() { //v.Y >= 0 {
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if !a.Grounded() {
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v.Y = physics.Lerp(
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v.Y, // current speed
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balance.Gravity, // target max gravity falling downwards
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balance.PlayerAcceleration,
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)
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} else {
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v.Y = 0
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}
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a.SetVelocity(v)
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// v.Y += balance.Gravity
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2019-05-29 04:43:30 +00:00
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}
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// If not moving, grab the bounding box right now.
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2020-04-05 04:00:32 +00:00
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if v.IsZero() {
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boxes[i] = collision.GetBoundingRect(a)
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2019-05-29 04:43:30 +00:00
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return
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}
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// Create a delta point from their current location to where they
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// want to move to this tick.
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2020-04-05 04:00:32 +00:00
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delta := physics.VectorFromPoint(a.Position())
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2019-05-29 04:43:30 +00:00
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delta.Add(v)
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// Check collision with level geometry.
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2020-04-05 04:00:32 +00:00
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chkPoint := delta.ToPoint()
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info, ok := collision.CollidesWithGrid(a, w.chunks, chkPoint)
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2019-05-29 04:43:30 +00:00
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if ok {
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// Collision happened with world.
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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if w.OnLevelCollision != nil {
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w.OnLevelCollision(a, info)
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}
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2019-05-29 04:43:30 +00:00
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}
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2020-01-03 04:23:27 +00:00
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// Move us back where the collision check put us
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if !a.noclip {
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2020-04-05 04:00:32 +00:00
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delta = physics.VectorFromPoint(info.MoveTo)
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2020-01-03 04:23:27 +00:00
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}
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2019-05-29 04:43:30 +00:00
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// Move the actor's World Position to the new location.
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2020-04-05 04:00:32 +00:00
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a.MoveTo(delta.ToPoint())
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2019-05-29 04:43:30 +00:00
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// Keep the actor from leaving the world borders of bounded maps.
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w.loopContainActorsInsideLevel(a)
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// Store this actor's bounding box after they've moved.
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2020-04-05 04:00:32 +00:00
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boxes[i] = collision.GetBoundingRect(a)
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2019-05-29 04:43:30 +00:00
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}(i, a)
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wg.Wait()
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}
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var collidingActors = map[string]string{}
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for tuple := range collision.BetweenBoxes(boxes) {
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a, b := w.actors[tuple.A], w.actors[tuple.B]
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2020-01-03 01:58:22 +00:00
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// If neither actor is mobile, don't run collision handlers.
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if !(a.IsMobile() || b.IsMobile()) {
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continue
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}
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2019-05-29 04:43:30 +00:00
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collidingActors[a.ID()] = b.ID()
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2020-04-05 04:00:32 +00:00
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// log.Error("between boxes: %+v <%s> <%s>", tuple, a.ID(), b.ID())
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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// Call the OnCollide handler for A informing them of B's intersection.
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2019-05-29 04:43:30 +00:00
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if w.scripting != nil {
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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var (
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2020-04-05 04:00:32 +00:00
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rect = collision.GetBoundingRect(b)
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2019-12-31 02:13:28 +00:00
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lastGoodBox = render.Rect{
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X: originalPositions[b.ID()].X,
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Y: originalPositions[b.ID()].Y,
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W: boxes[tuple.B].W,
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H: boxes[tuple.B].H,
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}
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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)
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2020-01-03 06:05:49 +00:00
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// HACK: below, when we determine the moving actor is "onTop" of
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// the doodad's solid hitbox, we lockY their movement so they don't
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// fall down further; but sometimes there's an off-by-one error if
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// the actor fell a distance before landing, and so the final
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// Settled collision check doesn't fire (i.e. if they fell onto a
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// Crumbly Floor which should begin shaking when walked on).
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//
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// When we decide they're onTop, record the Y position, and then
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// use it for collision-check purposes but DON'T physically move
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// the character by it (moving the character may clip them thru
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// other solid hitboxes like the upside-down trapdoor)
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var onTopY int
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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// Firstly we want to make sure B isn't able to clip through A's
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// solid hitbox if A protests the movement. Trace a vector from
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// B's original position to their current one and ping A's
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// OnCollide handler for each step, with Settled=false. A should
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// only return false if it protests the movement, but not trigger
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// any actions (such as emit messages to linked doodads) until
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// Settled=true.
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if origPoint, ok := originalPositions[b.ID()]; ok {
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// Trace a vector back from the actor's current position
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// to where they originated from. If A protests B's position at
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// ANY time, we mark didProtest=true and continue backscanning
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// B's movement. The next time A does NOT protest, that is to be
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// B's new position.
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2019-12-31 02:13:28 +00:00
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// Special case for when a mobile actor lands ON TOP OF a solid
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// actor. We want to stop their Y movement downwards, but allow
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// horizontal movement on the X axis.
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// Touching the solid actor from the side is already fine.
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var onTop = false
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2020-01-03 06:05:49 +00:00
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var (
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lockX int
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lockY int
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)
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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for point := range render.IterLine(
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origPoint,
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b.Position(),
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) {
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2020-01-03 06:05:49 +00:00
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point := point
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Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
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test := render.Rect{
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X: point.X,
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Y: point.Y,
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W: rect.W,
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H: rect.H,
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}
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if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil {
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// B is overlapping A's box, call its OnCollide handler
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// with Settled=false and see if it protests the overlap.
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err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{
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Actor: b,
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Overlap: info.Overlap,
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InHitbox: info.Overlap.Intersects(a.Hitbox()),
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Settled: false,
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})
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// Did A protest?
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if err == scripting.ErrReturnFalse {
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2019-12-31 02:13:28 +00:00
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// Are they on top?
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2020-04-05 04:21:11 +00:00
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aHitbox := collision.GetBoundingRectHitbox(a, a.Hitbox())
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2020-01-03 06:05:49 +00:00
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if render.AbsInt(test.Y+test.H-aHitbox.Y) == 0 {
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2019-12-31 02:13:28 +00:00
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onTop = true
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2020-01-03 06:05:49 +00:00
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|
|
onTopY = test.Y
|
2019-12-31 02:13:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// What direction were we moving?
|
|
|
|
if test.Y != lastGoodBox.Y {
|
2020-01-03 06:05:49 +00:00
|
|
|
if lockY == 0 {
|
|
|
|
lockY = lastGoodBox.Y
|
|
|
|
}
|
|
|
|
if onTop {
|
|
|
|
b.SetGrounded(true)
|
|
|
|
}
|
2019-12-31 02:13:28 +00:00
|
|
|
}
|
|
|
|
if test.X != lastGoodBox.X {
|
|
|
|
if !onTop {
|
2020-01-03 06:05:49 +00:00
|
|
|
lockX = lastGoodBox.X
|
2019-12-31 02:13:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-01-03 06:05:49 +00:00
|
|
|
// Move them back to the last good box.
|
2019-12-31 02:13:28 +00:00
|
|
|
lastGoodBox = test
|
2020-01-03 06:05:49 +00:00
|
|
|
if lockX != 0 {
|
|
|
|
lastGoodBox.X = lockX
|
2019-12-31 02:13:28 +00:00
|
|
|
}
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
} else {
|
2020-01-03 06:05:49 +00:00
|
|
|
// Move them back to the last good box.
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
lastGoodBox = test
|
2019-05-29 04:43:30 +00:00
|
|
|
}
|
2020-01-03 06:05:49 +00:00
|
|
|
} else {
|
|
|
|
// No collision between boxes, increment the lastGoodBox
|
|
|
|
lastGoodBox = test
|
2019-05-29 04:43:30 +00:00
|
|
|
}
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
}
|
|
|
|
|
2020-01-03 06:05:49 +00:00
|
|
|
// Did we lock their X or Y coordinate from moving further?
|
|
|
|
if lockY != 0 {
|
|
|
|
lastGoodBox.Y = lockY
|
|
|
|
}
|
|
|
|
if lockX != 0 {
|
|
|
|
lastGoodBox.X = lockX
|
|
|
|
}
|
|
|
|
|
2020-01-03 04:23:27 +00:00
|
|
|
if !b.noclip {
|
|
|
|
b.MoveTo(lastGoodBox.Point())
|
|
|
|
}
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
} else {
|
|
|
|
log.Error(
|
|
|
|
"ERROR: Actors %s and %s overlap and the script returned false,"+
|
|
|
|
"but I didn't store %s original position earlier??",
|
2020-04-05 04:00:32 +00:00
|
|
|
a.Doodad().Title, b.Doodad().Title, b.Doodad().Title,
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
)
|
|
|
|
}
|
|
|
|
|
2020-01-03 06:05:49 +00:00
|
|
|
if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 {
|
|
|
|
lastGoodBox.Y = onTopY
|
|
|
|
}
|
|
|
|
|
Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
2019-07-17 04:07:38 +00:00
|
|
|
// Movement has been settled. Check if B's point is still invading
|
|
|
|
// A's box and call its OnCollide handler one last time in
|
|
|
|
// Settled=true mode so it can run its actions.
|
|
|
|
if info, err := collision.CompareBoxes(boxes[tuple.A], lastGoodBox); err == nil {
|
|
|
|
if err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{
|
|
|
|
Actor: b,
|
|
|
|
Overlap: info.Overlap,
|
|
|
|
InHitbox: info.Overlap.Intersects(a.Hitbox()),
|
|
|
|
Settled: true,
|
|
|
|
}); err != nil && err != scripting.ErrReturnFalse {
|
2020-01-03 01:58:22 +00:00
|
|
|
log.Error("VM(%s).RunCollide: %s", a.ID(), err.Error())
|
2019-05-29 04:43:30 +00:00
|
|
|
}
|
2021-01-03 23:19:21 +00:00
|
|
|
|
|
|
|
// If the (player) is pressing the Use key, call the colliding
|
|
|
|
// actor's OnUse event.
|
|
|
|
if b.flagUsing {
|
|
|
|
if err := w.scripting.To(a.ID()).Events.RunUse(&UseEvent{
|
|
|
|
Actor: b,
|
|
|
|
}); err != nil {
|
|
|
|
log.Error("VM(%s).RunUse: %s", a.ID(), err.Error())
|
|
|
|
}
|
|
|
|
}
|
2019-05-29 04:43:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for lacks of collisions since last frame.
|
|
|
|
for sourceID, targetID := range w.collidingActors {
|
|
|
|
if _, ok := collidingActors[sourceID]; !ok {
|
|
|
|
w.scripting.To(sourceID).Events.RunLeave(targetID)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Store this frame's colliding actors for next frame.
|
|
|
|
w.collidingActors = collidingActors
|
|
|
|
return nil
|
|
|
|
}
|